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Ranunculus of Searing Heart, Ahsha
Reviewed: March 7, 2017
Bloom-[AUTO](VC) Generation Break 2:When your other unit with the same card name as this unit is placed on (RC), Counter Charge (1)/Soul Charge (1).
[AUTO](VC):At the end of each turn, choose a card from your hand, and you may call it to (RC).
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] When your G unit Stride during your turn, you may pay the cost. If you do, choose one of your rear-guards, search your deck for up to one card with the same card name as that unit, call it to (RC), shuffle your deck, and the unit called with this effect gets "Boost" until end of turn.
Ratings are based
on a 1 to 5 scale.
1 - Horrible 3 - Average. 5 - Awesome
Back to the main COTD
Searing Heart, Ahsha
Wow. This Ahsha
m8. This Ahsha calls a unit straight from the hand every
time the turn ends. Her GB2 Bloom kicks in whenever she
gets cloned while she's on VG circle, Countercharging
and Soulcharging 1 each. And when you Stride, you
Counterblast 1 and Soulblast 1 to clone a rear-guard and
grant it boost until end of turn.
Okay, so she
can bypass the field-control decks by calling from the
hand at the end of the turn, therefore letting her keep
doing things without losing steam. Her GB2 is actually
somewhat relevant given calling Thuria is a thing and it
recoups Counterblast back for you, otherwise calling
Grade 3 Ahshas to the board with no way to Stride
afterwards is pretty dumb. Needing to pay soul for
Striding hurts a little as riding normally is only
offering 2 soul at the table, but your starter, usually Elmy
if you feel Ida is winmore, and your exclusive Critical
can get it back for you, so it's not so bad.
than original Ahsha, solving the Altmile clause the old
Ahsha didn't have and badly needed and allowing for a
more forgiving field thanks to Boost granting. Not to
say that you shouldn't run 4 of each.
[Ranunculus of Searing Heart, Ahsha]
This Ahsha has no buff ability to
fall back on should you not be able to Stride, so her
utility for Striding better be up to snuff. Thankfully,
First ability makes it so Ahsha.dek
can continue to ignore her countercharge PG. (Seriously,
Bloom.dek hasn't needed it since G Set 6.) You will have
to call another Searing Heart Ahsha or Thuria though, so
if you got one in hand, feel free to unflip that damage.
Second ability is pretty flexible.
At the end of either player's turn, you can call a unit
to RC. If it's the end of your turn, you're probably A)
calling an Ahsha/Thuria to set up for your newest
G-Guard, or B) calling a rearguard in case you need a
full board to thwart something like Phantom Blaster
Diablo. At the end of your opponent's turn, you're
probably calling a unit to proc your GB2 or setting
something up to clone.
Third ability is the sauce tho.
Giving any unit Boost is much better than a measly 2k,
and now it means you can effectively make a board out of
anything. The only matchup you're worried about now is
Link Joker. Vanquisher can be annoying too, but they
don't stop you from throwing around numbers on your
Some people want to do SH Ahsha/Ines,
some want SH Ahsha/Marjukka, and some are just gonna run
8 Ahsha. There are pros and cons to each, but this new
Ahsha outshines the original. The only thing that
concerns me is that she has no ability to make pressure
if you don't Stride, like HD Altmile does. Grab your 4.
Hopefully the hype and waifu tax passes so you can
actually complete your Bloom decks.